It's 1983 . . . and Marly needs a job. She wants to buy Donkey Kong cards to swap with the other kids at school, but her parents think the cards are a waste of money. Then Marly's friend Yousra gives her an idea, and she decides to start her own business. But working on your own isn't easy, and when she catches a bus that goes in the wrong direction, it's just the start of Marly's problems!
Follow Marly on her adventure in the second of four stories about a daring girl torn between two worlds.
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